I am just finishing up an Artificial Intelligence course where, as part of the assignments, I was able to program bot in a multi-player environment (BZFlags).
What I was able to do was to program the bot to interface with the world and play capture the flag against other bots or even humans.
What I would like to know is, what other envi...
Hey, I am trying to write a simple AI for a "Get four" game.
The basic game principles are done, so I can throw in coins of different color, and they stack on each other and fill a 2D Array and so on and so forth.
until now this is what the method looks like:
public int insert(int x, int color) //0 = empty, 1=player1 2=player2"
X is ...
For a long time now C++ has been the dominate game development language. Many AAA quality 3D engines are available to fit any budget.
My question is, with the rise of XNA, has C# and the .NET framework been positioned well enough to take over as the new standard game development platform? Obviously the inherent cross-platform nature of...
Hi, I have to program a game engine starting very soon for a 3rd year Games technology project. As a part of our project we have to integrate a scripting language for scripting our NPCs and other elements of the game.
I know that Lua has been very popular in recent years and Python has horrible white space issues, however it is making a...
It could be part of the model because it's part of the business logic of the game.
It could be part of the controller because it could be seen as simulating player input, which would be considered part of the controller, right? Or would it?
What about a normal enemy, like a goomba in Mario?
UPDATE: Wow, that's really not the answer I ...
I've read conflicting things on this.
From Wikipedia:
Controller
Processes and responds to events, typically user actions, and may invoke
changes on the model.
It's the word TYPICALLY that is confusing. If not just user input, then what else?
...
For fun, I'm trying to write one of my son's favorite board games as a piece of software. Eventually I expect to build a WPF UI on top of it, but right now I'm building the machine that models the games and its rules.
As I do this, I keep seeing problems that I think are common to many board games, and perhaps others have already solve...
I've coded some smaller projects using Silverlight 2.0, which is fairly impressive.
Does Silverlight 2.0 have what it takes to be a game development platform for the web?
(Are the framerates high enough, will there be 3D engines developed, and many more questions)
Yes or no, with detail if desired, and why.
...
I'm currently using a linux server, we run a couple of web sites of it, PHP apps with MySQL, the usual. Since the server is privately owned by some friends and myself (we do have it hosted at a professional datacenter though), from time to time we also use it to host our smallish counter-strike source and call of duty 4 matches by runnin...
Hi folks,
in my spare time I'm engaged with writing a little game using Microsofts XNA framework. Reviewing the very first prototype which I wrote to get aquainted with XNA, I found it annoying that there is no possibility to structure my (drawable) game components in a hierarchical manner. I was close to implement a kind of Composite(D...
I'm researching game development in Flash and Flex. I've downloaded the Flex Builder trial and have worked with older versions of Flash. I see that generally, Flex Builder is a developer's tool, and Flash is a designer's tool. It's not clear to me whether one is better suited to game development than the other, or if it's necessary to...
I've had some experience with Pygame, but there seems to be a lot of buzz around Pyglet these days.
How do these two libraries compare? What would be the advantage of using one over the other, both in features and ease of use?
Finally, would you say that one is more Pythonic than the other?
...
Hi everyone, I have been looking for a quadtree/quadtree node implementation on the net for ages. There is some basic stuff but nothing that I would be able to really use it a game.
My purpose is to store objects in a game for processing things such as collision detection.
I am not 100% certain that a quadtree is the best data structure...
I'm dealing with game dialogue files (conversation between player and non-playable-characters) where dialogue choices and their outcome depend on certain conditions and result in certain actions. Now, I could write a simple parser to handle some sort of language for specifying the pre and post-conditions, but a friend of mine suggested u...
A good starting point for an own project is to take a look at other code for the same field of problem. So which java-games in open-source you would recommend for a look in the source? Which game helps best to learn some techniques for creating games especially in the Java-environment?
...
I am currently in the process of needing to create game content for our student project. I need to create a desert environment that we will export then load into our game. I am not a designer, although I am being forced into the role.
The environment with have a level of detail similar to World of Warcraft (maybe not as high detail).
M...
I'm interested in the programming challenge presented by the game Bejewelled. It seems like a simple game but programmatically it's more complex that it looks.
In my search for hints on how the board is evaluated, I came across this QUIZ put on by the good folks at Simple-Talk. They have posted the winning answer, but I'm tarred and f...
I've been developing Web applications for a while now and have dipped my toe into GUI and Game application development.
In the web application (php for me), a request is made to the file, that file includes all the necessary files to process the info into memory, then the flow is from Top to Bottom for each request. (mainly)
I know tha...
What is the canonical way of making your sprites respond to mouse clicks in PyGame ?
Here's something simple, in my event loop:
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit_game()
[...]
elif ( event.type == pygame.MOUSEBUTTONDOWN and
pygame.mouse.get_pressed()[0]):
for sp...
I've been reading this article from Valve that seems to explain the architecture of their multiplayer system. It seems they delay rendering by a couple ticks on the client so they can handle dropped packets, but they also send packets as "delta snapshots" (the difference between two adjacent states).
Suppose we have times A, B, C, and t...